Adventure as a Dragon


This is the section of the Dragon Guides that covers adventuring as a Dragon within Istaria

What do skills and statistics do?

There are 3 types of stats (Statistics, Adventure skills, Craft skills)

Each stat/skill has a base figure and a current figure (exceptions are armor, ethereal armor, wards and resistances).

Statistics

  Description Adv Rise Craft Rise Lair Rise TPS Cost
Health Amount of hit points 20 5 5 1
Strength Increases amount of damage dealt with melee combat hits and physical crafts 7 5 5 4
Power Increases amount of damage dealt with magical combat hits and mental crafts 7 5 5 4
Speed The speed that the player runs at 0 0 0  
Armor The higher the greater the reduction of physical damage 6 0 0  
Dexterity Improves chances to hit with melee combat and to avoid melee attacks. Also adds a bonus to physical crafts 7 5 5 4
Focus Improves chances to hit with magical combat and to avoid magical attacks. Also adds a bonus to mental crafts 7 5 5 4
Fly Speed The velocity that a dragon flies through the air 0 0 0  


Adventure skills

  Description Adv Rise TPS Cost Primary Stat Boost
Tooth & Claw Adds to melee damage dealt 9 3 7.5% Dexterity
2.5% Strength
Primal Adds to spell damage dealt and also is a requirement for casting and scribing dragon spells 9 3 5% Focus
5% Power
Dragon Breath Increases breath attack damage 10 N/A Dexterity 1%
Focus 2%
Power 5%
Strength 2%
Evasion Increases chances to avoid an enemy melee attack 8 3 Dexterity 10%
Magic Evasion Increases chances to avoid an enemy magical attack 8 3 Focus 5%
Power 5%
Intuition Skill needed to use keys 10 0 Dexterity 2.5%
Focus 2.5%
Power 2.5%
Strength 2.5%


Craft Skills

  Description Craft Rise Lair Rise Primary Stat Boosts
Crystalshaping Shaping Azulyte crystals 0 8 Focus 5%
Power 3%
Dexterity 2%
Dragon Scalecraft Making scales and claws 8 0 Strength 6%
Power 4%
Essence Harvesting Gathering Essences 7 7 Power 6%
Focus 3%
Dexterity 1%
Essence Shaping Shaping essence into orbs 8 8 Power 6%
Focus 3%
Dexterity 1%
Gemworking Cutting gems and tricuts 8 8 Power 5%
Dexterity 3%
Focus 2%
Ingenuity Snowballs, Withered Bane, Gathering garnishes, fish, animal hides and gathering mushrooms 10 0 Power 2.5%
Focus 2.5%
Strength 2.5%
Dexterity 2.5%
Lairshaping Creating and placing lair building materials 0 10 Power 4%
Strength 4%
Dexterity 1%
Focus 1%
Mining Gathering metals resources 7 7 Strength 9%
Power 1%
Quarrying Gathering stone, gem and crystal resources 7 7 Strength 9%
Power 1%
Salvaging Deconstructing crafted items and blighted items to recover components 7 0 Dexterity 5%
Power 5%
Spellcraft Creating spells 8 0 Power 5%
Focus 5%
Stoneworking Cutting stone bricks and cast stones 8 8 Strength 7%
Dexterity 2%
Power 1%
Transmutation Converting resources into higher tier resources 8 0 Power 7%
Focus 3%
Smelting Making metal bars and lodestones 8 8 Strength 8%
Power 2%

What should I technique my spells with?

One of the biggest bonuses with horizons is that you can technique (add stat/skill bonuses) to most crafted items. This is the case when making spells. Techniques are added to a spell at the time of the item creation and require the technique to be scribed. Techniques require additional components, which are normally found as loot drops on certain mobs.

Techniques are limited by tier and available technique slots on a spell. For example you cannot technique a tier 1 spell with a tier 5 technique. Depending on the tier of the spell you can only fit on a certain number of techniques. Some techniques once added at item creation will conflict with other techs and prevent them from being added.

Available Technique Slots by Tier

  Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Scales 1 1 2 2 3
Claws 1 1 2 2 3
Spells 1 1 2 2 3

Horizons Crafting Calculator (HCC)

HCC is a very useful add on created by an Istaria player to help with the creation of items
http://hcc.reclamation.dk/

HCC allows you to plan items and what techniques you require and will generate a list that can be copied and pasted into HZ (using copy to clipboard option and then CTRL+V within the game).

Primal Spells

There are 21 spells available to dragons. Some of these take the forms of buffs, some as debuffs and some as damage spells.

All spells have an adventure level requirement as well as a base primal requirement. In order to scribe some spells at the same adventure level as their requirements, then you may need to move training points into the primal skill to allow scribing. Also if you already have a spell scribed and your base primal becomes lower than the requirement, then you will be unable to cast the spell.

Whenever you add a technique to a spell, it increases the amount of base primal required to cast. For example a Tier 1 Barrage spell with the tech of Primal Damage added will require more than the normal 100 base primal to scribe. The more techs added the higher the primal requirement. In this case it is always better to have 2 sets of primal spells. A techniqued set and also an unteched set so that you can use a less powerful version of the spell sooner than the teched one and switch once your primal skill becomes high enough.

Some techniques that can be added onto dragon spells are not useful.

  • Fortify – adds a 30 sec armor bonus, however this tech will overwrite certain biped buffs so is best not to use
  • Heal Increase – Only applies to the first cycle of a heal over time spell
  • Potency – Only applies to the first cycle of a heal over time spell

Also please note that if you technique prime bolt or improved prime bolt with the primal range tech, it stops the spells from automatically repeating.

Adding techniques to spells may also increase the recycle time of the spell (time taken for the spell to be available to be cast again).

Spell Name Details Available Techs Base Primal Requirements
Arcane Refusal Increases wards against Flame, Energy and Ice Damage. A ward is added to evasion. Fortify
Cleanse
Tier 1 – Level 18, 180 Primal
Tier 2 – Level 38, 380 Primal
Tier 3 – Level 58, 580 Primal
Tier 4 – Level 78, 780 Primal
Tier 5 – Level 98, 980 Primal
Barrage Area attack, Primal damage Critical Damage or Gale or Pierce or Romp Primal Damage Tier 1 – Level 10, 100 Primal
Tier 2 – Level 30, 300 Primal
Tier 3 – Level 50, 500 Primal
Tier 4 – Level 70, 700 Primal
Tier 5 – Level 90, 900 Primal
Blast Ranged Area attack, Primal Damage Accuracy
Primal Damage
Primal Range
Critical Damage or Gale or Pierce or Romp Primal Flash
Tier 1 – Level 13, 130 Primal
Tier 2 – Level 33, 330 Primal
Tier 3 – Level 53, 530 Primal
Tier 4 – Level 73, 730 Primal
Tier 5 – Level 93, 930 Primal
Breeze Heal over time Cleanse
Heal Increase
Heal Recycle or Potency
Tier 1 – Level 1, 1 Primal
Tier 2 – Level 20, 200 Primal
Tier 3 – Level 40, 400 Primal
Tier 4 – Level 60, 600 Primal
Tier 5 – Level 80, 800 Primal
Countercheck Primal Increases Primal Ward Fortify
Cleanse
Tier 1 – Level 15, 150 Primal
Tier 2 – Level 35, 350 Primal
Tier 3 – Level 55, 550 Primal
Tier 4 – Level 75, 750 Primal
Tier 5 – Level 95, 950 Primal
Drain Bolt Ranged Attack Repeater
(Quest from Khemarius at 23694,27738 near Kirasanct)
None Drain Bolt 1 – Level 10
Drain Bolt 2 – Level 20
Drain Bolt 3 – Level 30
Drain Bolt 4 – Level 40
Drain Bolt 5 – Level 50
Drain Bolt 6 – Level 60
Drain Bolt 7 – Level 70
Drain Bolt 8 – Level 80
Drain Bolt 9 – Level 90
Drain Bolt 10 – Level 100
Grazing Winds Area Debuff, reduces mob primal and slash wards/resistances Primal Range
Primal Flash
Tier 1 – Level 4, 40 Primal
Tier 2 – Level 24, 240 Primal
Tier 3 – Level 44, 440 Primal
Tier 4 – Level 64, 640 Primal
Tier 5 – Level 84, 840 Primal
Gust Area Attack, Primal Damage Critical Damage or Gale or Pierce or Romp Primal Damage Tier 1 – Level 1, 1 Primal
Tier 2 – Level 20, 200 Primal
Tier 3 – Level 40, 400 Primal
Tier 4 – Level 60, 600 Primal
Tier 5 – Level 80, 800 Primal
Ignore Mysticism Increases Wards against Spirit, Blight and Nature Damage. A Ward is added to evasion. Cleanse
Fortify
Tier 1 – Level 5, 50 Primal
Tier 2 – Level 25, 250 Primal
Tier 3 – Level 45, 450 Primal
Tier 4 – Level 65, 650 Primal
Tier 5 – Level 85, 850 Primal
Improved Primal Bolt Ranged Attack Repeater, Primal Damage Accuracy
Primal Damage
Primal Range
Critical Damage or Gale or Pierce or Romp Primal Flash
Tier 1 – Level 10, 100 Primal
Tier 2 – Level 30, 300 Primal
Tier 3 – Level 50, 500 Primal
Tier 4 – Level 70, 700 Primal
Tier 5 – Level 90, 900 Primal
Prime Bolt Ranged Attack Repeater, Primal Damage Accuracy
Primal Damage
Primal Range
Critical Damage or Gale or Pierce or Romp Primal Flash
Tier 1 – Level 1, 1 Primal
Tier 2 – Level 20, 200 Primal
Tier 3 – Level 40, 400 Primal
Tier 4 – Level 60, 600 Primal
Tier 5 – Level 80, 800 Primal
Promote Vitality Buff , adds Strength and Dexterity Cleanse
Fortify
Primal Range
Tier 1 – Level 9, 90 Primal
Tier 2 – Level 29, 290 Primal
Tier 3 – Level 49, 490 Primal
Tier 4 – Level 69, 690 Primal
Tier 5 – Level 89, 890 Primal
Promote Intellect Buff, adds Power and Focus Cleanse
Fortify
Primal Range
Tier 1 – Level 9, 90 Primal
Tier 2 – Level 29, 290 Primal
Tier 3 – Level 49, 490 Primal
Tier 4 – Level 69, 690 Primal
Tier 5 – Level 89, 890 Primal
Quickening Breeze Area heal over time Cleanse
Heal Increase
Heal Recycle or Potency
Tier 1 – Level 17, 170 Primal
Tier 2 – Level 37, 370 Primal
Tier 3 – Level 57, 570 Primal
Tier 4 – Level 77, 770 Primal
Tier 5 – Level 97, 970 Primal
Rejuvenating Breeze Area heal over time Cleanse
Heal Increase
Heal Recycle or Potency
Tier 1 – Level 7, 70 Primal
Tier 2 – Level 27, 270 Primal
Tier 3 – Level 47, 470 Primal
Tier 4 – Level 67, 670 Primal
Tier 5 – Level 87, 870 Primal
Tempest Ranged Area Attack Accuracy
Primal Damage
Primal Range
Critical Damage or Gale or Pierce or Romp Primal Flash
Tier 1 – Level 3, 30 Primal
Tier 2 – Level 23, 230 Primal
Tier 3 – Level 43, 430 Primal
Tier 4 – Level 63, 630 Primal
Tier 5 – Level 83, 830 Primal
True Grit Buff, adds Armor and Health Cleanse
Fortify
Primal Range
Tier 1 – Level 1, 1 Primal
Tier 2 – Level 20, 200 Primal
Tier 3 – Level 40, 400 Primal
Tier 4 – Level 60, 600 Primal
Tier 5 – Level 80, 800 Primal
Unrelenting Winds Area Debuff, reduces mob primal wards/resistances Primal Range
Primal Flash
Tier 1 – Level 10, 100 Primal
Tier 2 – Level 30, 300 Primal
Tier 3 – Level 50, 500 Primal
Tier 4 – Level 70, 700 Primal
Tier 5 – Level 90, 900 Primal
Gift of Velocity Gift increases velocity Primal Range Tier 1 – Level 1, 1 Primal
Tier 2 – Level 20, 200 Primal
Tier 3 – Level 40, 400 Primal
Tier 4 – Level 60, 600 Primal
Tier 5 – Level 80, 800 Primal
Primal Heal Single heal on targeted player Cleanse
Primal Range
Heal Increase
Heal Recycle or Potency
Tier 1 – Level 12, 120 Primal
Tier 2 – Level 32, 320 Primal
Tier 3 – Level 52, 520 Primal
Tier 4 – Level 77, 720 Primal
Tier 5 – Level 92, 920 Primal
Primal Attack Converts damage type to primal damage None Tier 1 – Level 5, 50 Primal
Tier 2 – Level 25, 250 Primal
Tier 3 – Level 45, 450 Primal
Tier 4 – Level 65, 650 Primal
Tier 5 – Level 85, 850 Primal
Primal Cure Poison Protection against Poison debuffs and damage over time attacks Cleanse
Heal Increase
Heal Recycle or Potency
Tier 1 – Level 14, 140 Primal
Tier 2 – Level 34, 340 Primal
Tier 3 – Level 54, 540 Primal
Tier 4 – Level 74, 740 Primal
Tier 5 – Level 94, 940 Primal


Primal Spell Techniques

Technique Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Notes
Accuracy +25 Chance to Hit Bonus +55 Chance to Hit Bonus +100 Chance to Hit Bonus +150 Chance to Hit Bonus +200 Chance to Hit Bonus  
Cleanse 25% chance of dispelling a negative effect 45% chance of dispelling a negative effect 65% chance of dispelling a negative effect     Only available in Tiers 1-3
Critical Damage 5% chance to hit for 5-7 additional damage 5% chance to hit for 10-14 additional damage 5% chance to hit for 15-21 additional damage 5% chance to hit for 20-28 additional damage 5% chance to hit for 28-40 additional damage  
Fortify 15% chance to generate additional armor increase 25% chance to generate additional armor increase 35% chance to generate additional armor increase 45% chance to generate additional armor increase 55% chance to generate additional armor increase  
Gale 25% chance to do additional 2-4 slash damage 25% chance to do additional 4-6 slash damage 25% chance to do additional 6-8 slash damage 25% to do additional 8-10 slash damage 25% to do additional 10-12 slash damage  
Heal Increase Heals an additional 5-10 points Heals an additional 10-15 points Heals an additional 15-20 points Heals an additional 20-25 points Heals an additional 25-30 points  
Heal Recycle Modifies recycle time of a heal spell by –2 Modifies recycle time of a heal spell by –5 Modifies recycle time of a heal spell by –10     Only available in Tiers 1-3
Pierce 25% chance to do additional 2-4 pierce damage 25% chance to do additional 4-6 pierce damage 25% chance to do additional 6-8 pierce damage 25% chance to do additional 8-10 pierce damage 25% chance to do additional 10-12 pierce damage  
Potency Adds to maximum value of a heal spell Adds to maximum value of a heal spell Adds to maximum value of a heal spell Adds to maximum value of a heal spell Adds to maximum value of a heal spell  
Primal Damage Modifies maximum damage output by +2 Modifies maximum damage output by +5 Modifies maximum damage output by +10 Modifies maximum damage output by +15 Modifies maximum damage output by +20  
Primal Range Modifies range by +5 Modifies range by +10 Modifies range by +15 Modifies range by +20 Modifies range by +25 Stops spell from being a repeater and adds 10 secs to recycle time for the spell.
Romp 25% chance to do additional 2-4 crush damage 25% chance to do additional 4-6 crush damage 25% chance to do additional 6-8 crush damage 25% chance to do additional 8-10 crush damage 25% chance to do additional 10-12 crush damage  

When you add a technique to a spell it will increase the amount of Base primal required to scribe/cast the spell.

The following table shows the increases by tier per technique added..

  • Tier 1, +10
  • Tier 2, +20
  • Tier 3, +30
  • Tier 4, +40
  • Tier 5, +40

Example Spells

Dragons are quite limited with the techniques that they can apply to spells. As mentioned above some of the techniques do not work as intended.
It is best to tech the dragon spells as follows.

Please note a * denotes the tech that should be applied if there are insufficient slots to tech all.

Spell Name Applied Techniques Notes
Arcane Refusal *Cleanse The recycle time on a buff spell is quicker than on a heal spell meaning its quicker to cleanse a character by casting a buff
Barrage *Primal Damage
Critical Damage
Critical damage only has a 5% chance of triggering compared to 25% with the other techs, however it does a lot more damage when it does trigger.
Blast *Primal Damage
Primal Range
Accuracy
Primal Range adds 10 secs to the recycle of the spell, so if you add this tech you would probably use it as a pulling spell
Breeze *Cleanse
Heal Recycle
 
CounterCheck Primal *Cleanse  
Drain Bolt Unable to technique Drain Bolt is a quest reward and cannot be techniqued as it is given as a spell reward instead of a formula.
Grazing Winds Leave unteched or Primal Flash Primal Flash see below
Gust Primal Damage
Critical Damage
Critical damage only has a 5% chance of triggering compared to 25% with the other techs, however it does a lot more damage when it does trigger.
Ignore Mysticism Cleanse The recycle time on a buff spell is quicker than on a heal spell meaning its quicker to cleanse a character by casting a buff
Improved Primal Bolt *Primal Damage
Primal Range
Accuracy
Putting Primal Range on this spell stops it repeating, what might be worth doing is making 2 versions. One as a repeater and one for a ranged puller.
Prime Bolt *Primal Damage
Accuracy
Critical Damage
Critical damage only has a 5% chance of triggering compared to 25% with the other techs, however it does a lot more damage when it does trigger.
Promote Vitality *Cleanse The recycle time on a buff spell is quicker than on a heal spell meaning its quicker to cleanse a character by casting a buff
Promote Intellect *Cleanse The recycle time on a buff spell is quicker than on a heal spell meaning its quicker to cleanse a character by casting a buff
Quickening Breeze *Cleanse
Heal Recycle
 
Rejuvenating Breeze *Cleanse
Heal Recycle
 
Tempest *Primal Damage
Primal Range
Accuracy
This spell is not a repeater so Primal Range does not affect it, can be used to pull a group of mobs from a distance
True Grit *Cleanse The recycle time on a buff spell is quicker than on a heal spell meaning its quicker to cleanse a character by casting a buff
Unrelenting Winds Leave unteched or Primal Flash See below for Primal Flash
Gift of Velocity Primal Range  
Primal Heal *Cleanse
Heal Recycle
Heal Increase
 
Primal Attack Leave unteched  
Primal Cure Poison Leave unteched  


Primal Range

Primal ranges extends the distance a spell can reach, however it stops a spell repeating and causes a longer recycle time of +10 secs. It is best to make 2 versions of primal bolt and improved primal bold, one with primal range instead of critical damage, and one with the techs listed in the above tables. You can then have a pulling bolt, and a repeating bolt.

Primal Flash
Primal flash is a rare tech that can be added onto spells. The technique when it successfully hits adds –20 to a mobs range for 10 seconds. What this means is that it makes the mob think that the player is another 20m away. This is useful as it prevents the mob from hitting with any melee damage. Primal Flash requires 3 Pale Essence Orbs and 1 Twisted Automaton Gear and can be teched at any tier.

What should I technique my scales with?

One of the biggest bonuses with Istaria is that you can technique (add stat/skill bonuses) to most crafted items. This is the case when making scales. Techniques are added to a scale at the time of the item creation and require the technique to be scribed. Techniques require additional components, which are normally found as loot drops on certain mobs.

There are many different combinations that can be made with scale sets as there are 6 main types of scales and also over 50+ techniques that can be added.
Techniques are limited by tier and available technique slots on a scale. For example you cannot technique a tier 1 scale with a tier 5 technique. Depending on the tier of the scale you can only fit on a certain number of techniques. Some techniques once added at item creation will conflict with other techs and prevent them from being added.

Available Technique Slots by Tier

  Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Scales 1 1 2 2 3
Claws 1 1 2 2 3
Spells 1 1 2 2 3

Horizons Crafting Calculator (HCC)

HCC is a very useful add on created by an Istaria player to help with the creation of items
http://hcc.reclamation.dk/

HCC allows you to plan items and what techniques you require and will generate a list that can be copied and pasted into HZ (using copy to clipboard option and then CTRL+V within the game).

Types of Scales

There are 6 main types of scales that can be made. All scales have the same stats before techniques are added regardless of scale slot.

Scale Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Best Fit
Armor +10 Armor +5 Armor +20 Armor +10 Armor +30 Armor +15 Armor +40 Armor +20 Armor +50 Armor +25 Armor Combat
Dexterity +10 Dexterity +5 Armor +20 Dexterity +10 Armor +30 Dexterity +15 Armor +40 Dexterity +20 Armor +50 Dexterity +25 Armor Melee Combat
Focus +10 Focus +5 Armor +20 Focus +10 Armor +30 Focus +15 Armor +40 Focus +20 Armor +50 Focus +25 Armor Crystal Shaping
Health +10 Health +5 Armor +20 Health +10 Armor +30 Health +15 Armor +40 Health +20 Armor +50 Health +25 Armor Combat
Power +10 Power +5 Armor +20 Power +10 Armor +30 Power +15 Armor +40 Power +20 Armor +50 Power +25 Armor Lairshaping
Spellcraft
Essence Harvesting
Essence Shaping
Transmutation
Gemworking
Strength +10 Strength +5 Armor +20 Strength +10 Armor +30 Strength +15 Armor +40 Strength +20 Armor +50 Strength +25 Armor Mining
Quarrying
Stoneworking
Smelting
Scalecraft
Melee Combat

Please note that scales can not be teched with the same tech as the scale type.

For example you cannot add an armor tech onto an armor type scale.

The scale type should be chosen to best fit their use.

For crafting scales this is easier to work out as you choose the scale type that best matches the craft that you need them for. For example strength scales are best for mining as they add the greatest bonus to the mining skill (9%).

For combat this is slightly different as you would need to choose the scales that best compliment your fighting style and your training points allocation.

Most dragons choose to go for armor based scales for combat as this helps reduce the damage they take.

The techniques available for scales can be grouped into 6 areas; socketing, statistic, defense, craft, adventure, rare.

How do the scale slots work?

Scales are the dragon equivalent to armor on a biped. As a dragon levels and grows, the number of available scale slots increase. A starting dragon hatchie at level 1 will only have 1 available scale slot open. At level 100 a dragon will have 10 scale slots available. The disadvantage of having a low number of scales at lower levels as opposed to biped armor is that dragons start off weak but as they grow they become much stronger.

Level 0 Chest (Socketable)
Level 10 First Wing
Level 20 Head (Socketable)
Level 30 Second Wing
Level 40 First Foreleg (Socketable)
Level 50 First Hindleg
Level 60 Second Foreleg (Socketable)
Level 70 Second Hindleg
Level 80 Back
Level 90 Tail

Weapon claws also update as you level adventure.

Claw Type Adv Level T&C Requirement Damage Delay
Skalkaar 1 1 2-4 30
Garnet 1 1 3-5 30
Malachite 7 56 6-8 30
Turquoise 13 104 9-13 30
Spiked Turquoise 19 152 12-17 30
Rose Quartz 25 200 15-21 30
Amethyst 32 256 18-25 30
Lapis Lazuli 38 304 21-30 30
Citrine 44 352 24-34 30
Jasper 50 400 27-37 29
Aquamarine 57 456 29-42 29
Topaz 63 504 32-46 29
Opal 69 552 36-50 29
Jade 75 600 37-53 27
Peridot 82 656 40-57 27
Fire Opal 88 704 43-61 27
Emerald 94 752 46-65 27
Spiked Emerald 100 800 46-67 27

Please note that the damage indicated on a claw is before any statistic or skills have been applied. For example current strength and tooth & claw will increase the amount of damage dealt per hit.

Also worth noting is that the Tooth & Claw skill actually functions similar to the unarmed skill that monks use. What this means that you do not have to have a claw equipped to damage a mob. The reason that claws were introduced to the game was so that sockets and techniques could be added to them. If you are high level and you wear a low level claw (say level 100 adventure and wear a level 1 claw) then your damage dealt will be capped by the claw.

The claw mastery passive abilities are gained at the same level that a new claw is available. So if you gain a new claw mastery ability then you know it is time to upgrade your claw.

Craft claws also update as you level craft. Craft claws are useful as they can have craft techs and tool sockets added to them to use tool crystals and cogs.

Claw Type Craft Lvl Requirement
Bronze 1 1 Quarrying or Mining
Iron 20 200 Quarrying or Mining
Steel 40 400 Quarrying or Mining
Cobalt 60 600 Quarrying or Mining
Mithril 80 800 Quarrying or Mining

Scale packs also progress as a dragon grows. Scale packs allow dragons to hold more bulk of items in their inventory. Scale packs progress every 20 levels.

A new hatchie dragon can upgrade to a Sandstone scale pack straightaway from level 1.

Scale Pack Level Bulk
Sandstone 1 1400
Slate 20 1800
Granite 40 2200
Obsidian 60 2600
Marble 80 3000
Travertine 100 3400

Socketing Techniques

Sockets are special techniques that can be added to particular scales and claws to allow crystals to be equipped onto an item. Adding a socket to an item uses up one of the available technique slots for that item.

There are 4 types of socketing; armor, weapon, jewelry and tool.

Crystals come in each of these different types and have different bonuses/abilities depending on the type of crystal.

For a dragon the following areas can be socketed.

  • Foreleg scales – Armor sockets
  • Chest Scale – Armor sockets
  • Adventure Claw – Weapon or claw sockets
  • Head Scale – Jewelry sockets
  • Tool Claw – Tool sockets

Certain crystals will not stack (equip with one and other) in the same item if a similar crystal is already equipped. Also you need to be able to meet the requirements of any crystal added to a socket in order to be able to wear the item.

Crystals can be removed and added to an item as needed as long as the item is not being worn by the player at the time.

Statistic Techniques

Statistics will add to the current skill of that particular statistic. Statistics affect combat and crafting efficiency as well as adding extra points to a craft skill or adventure skill.

Technique Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Dexterity +5 +10 +15 +20 +25
Focus +5 +10 +15 +20 +25
Health +5 +10 +15 +20 +25
Power +5 +10 +15 +20 +25
Speed +4 +6 +8 +10 +12
Strength +5 +10 +15 +20 +25
Velocity +4 +6 +8 +10 +12

Defense Techniques

Defense techniques add additional armor / evasion to a particular type of attack.

Wards add to evasion and resistances add to armor.

Please note there is no tech for evasion.

Technique Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Armor +4 +8 +12 +16 +20
Blight Resistance +8 +16 +24 +32 +40
Blight Ward +4 +7 +10 +13 +16
Crush Resistance +8 +16 +24 +32 +40
Crush Ward +4 +7 +10 +13 +16
Energy Resistance +8 +16 +24 +32 +40
Energy Ward +4 +7 +10 +13 +16
Flame Resistance +8 +16 +24 +32 +40
Flame Ward +4 +7 +10 +13 +16
Ice Resistance +8 +16 +24 +32 +40
Ice Ward +4 +7 +10 +13 +16
Life Resistance +8 +16 +24 +32 +40
Life Ward +4 +7 +10 +13 +16
Mind Resistance +8 +16 +24 +32 +40
Mind Ward +4 +7 +10 +13 +16
Nature Resistance +8 +16 +24 +32 +40
Nature Ward +4 +7 +10 +13 +16
Pierce Resistance +8 +16 +24 +32 +40
Pierce Ward +4 +7 +10 +13 +16
Primal Resistance +8 +16 +24 +32 +40
Primal Ward +4 +7 +10 +13 +16
Slash Resistance +8 +16 +24 +32 +40
Slash Ward +4 +7 +10 +13 +16
Spirit Resistance +8 +16 +24 +32 +40
Spirit Ward +4 +7 +10 +13 +16

Craft Techniques

Craft techniques add to the crafting skill of the particular craft. The higher the skill, the more efficient the player is at creating items.

Technique Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Crystalshaping +4 +8 +12 +16 + 20
Essence Harvesting +4 +8 +12 +16 +20
Essence Shaping +4 +8 +12 +16 +20
Gemworking +4 +8 +12 +16 +20
Lairshaping +4 +8 +12 +16 +20
Mining +4 +8 +12 +16 +20
Quarrying +4 +8 +12 +16 +20
Scalecraft +4 +8 +12 +16 +20
Smelting +4 +8 +12 +16 +20
Spellcraft +4 +8 +12 +16 +20
Stoneworking +4 +8 +12 +16 +20
Transmutation +4 +8 +12 +16 +20

Adventure Techniques

Adventure techniques add skill to the melee or spell skills of a dragon.

Technique Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Notes
Dragon Breath +5 +10 +15 +20 +25  
Primal +5 +10 +15 +20 +25  
Tooth & Claw +5 +10 +15 +20 +25  

You can also search for adventure techniques directly using the Istaria Game Database

Techniques for tier ANY and that are in Adventure category

Rare Techniques

Rare techniques are techniques that are no longer obtainable or a rare drop within the game, however certain players may still have the techniques scribed and will be able to create specially techniqued scales. These techniques have been changed recently to make the scales attuned to the wearer.

Technique All Tiers Notes
Primal Vengeance 5% chance of reducing attackers strength to 20% of base strength. for 20 seconds Chest Scale only can be single teched with Primal Vengeance and will cause scale to attune to the wearer once equipped (unable to trade)
Eminence 5% chance of Stunning Target for 4 seconds Chest Scale only can be single teched with Eminence and will cause scale to attune to the wearer once equipped (unable to trade)
Vital Defiance 10% chance of triggering, once triggered for 30 seconds has a 25% chance of incoming attacks melee or spell doing 0% of normal damage. Chest Scale only can be single teched with Vital Defiance and will cause scale to attune to the wearer once equipped (unable to trade)
     
Technique Kit – Battleforged Adds to claw damage Tier 5 – +50 Tooth & Claw, +10 damage (delay adjusted) Claws only
     
Technique Kit – Deadly Adds to damage Ravage ability does Tier 5 – +10 damage (delay adjusted), +50 chance to hit, 50% more bonus to damage per second Claws only
     
Technique Kit – Razor Teeth Adds to damage Bite ability does Tier 5 – +10 damage (delay adjusted), +50 chance to hit Head scales only
     
Technique Kit – Rending Allows claws to have a % chance to inflict a 30 second Bleed damage over time on the target mob Tier 5 – 15% chance of Bleed IX Claws only
     
Technique Kit – Sharper Makes melee attacks more accurate and increases claw damage Tier 5 – +10 damage (delay adjusted), +50 chance to hit Claws only
     
Technique Kit – Piercing Winds Adds to damage Galewind ability does and increases its recycle time. Tier 5 – Ranged only Attacks only Spells only -25%, Attacks only +25 damage Wing Scales only
     
Technique Kit – Bone Laced One off quest item from Tradok at 27334, 27593.
Incoming attacks only against undead do 90% of normal damage
Back Scale only
     
Technique Kit – Crest of the Blackhammer Clan One off quest item from Blackhammer Farmstead at 27639, 26587 from Tandor Blackhammer 50% chance Incoming attacks only spells only do 80% damage, +500 blight resistance Wing Scales only

Example Scales

As there are so many different combinations available for scales it is probably best to list a few examples. Please note that what you tech you scales with is personal choice depending on your play style. For example if you hunt the same type of mobs the majority of the time then it may be best to tech a ward/resistance that matches the damage the mobs do.

Please remember that you can always use your training points to compliment areas that you have not covered with your scales.

Example 1 (Simple) – Tier 1 Set for Quarrying

Sandstone strength scales teched with Quarrying I

2 Scales (Chest and Wing) will +8 points to current quarrying skill from the techniques

The strength scales will +20 points to current strength, which will generate +2 points to Quarrying (20 * 9%).
Please note the craft tech added to the strength scales benefit the most from the strength statistic.


Example 2 (Complicated) – Tier 4 Set for Gemworking

Obsidian Power scales teched with Quarrying IV and Gemworking IV

7 Scales (Chest, Wingsx2, Forelegsx2, Hindleg, Head) will +112 to current quarrying and +112 to gemworking from the techniques.

The power scales will +280 points to current power, which will generate +3 points to quarrying (280 * 1%) and +14 points to gemworking (280 * 5%).
Please note that power scales have been used to generate the most additional points to gemworking, the trade off here is that less additional quarrying skill is generated as quarrying is more dependant on strength than power. In this case the gemworking is more important to the player than the quarrying skill.

Example 3 (Complicated) – Tier 5 Set for Metal Bars

Marble Strength Scales teched with Mining V, Smelting V, Scalecraft V
.
A full 10 scale set will +200 points to current skill for Mining, Smelting and Scalecraft from the techniques.

The strength scales will +500 points to current strength, which will generate +45 points into Mining (500 * 9%), +40 to Smelting (500 * 8%) and +30 to Scalecraft (500 * 6%) from the statistic bonuses.

Please note all the craft techs added to the strength scales benefit the most from the strength statistic

Example 4 (Complicated) – Tier 5 Set for Lairshaping

Marble Power scales teched with Lairshaping V x10 , Crystalshaping V x10 and Focus V x 7

1 Socket added to scales on chest and both forelegs

10 Scales which +200 points to current lairshaping & crystalshaping skill from the techniques.

140 points added to Focus (these generate +7 points to crystalshaping (140 * 5%)).

3 Sockets equipped with a Level 100 focus armor crystal +195 points to Focus (which generate +9 points to Crystalshaping (195 * 5%)).

The power scales will +500 points to power which generates +20 additional points to lairshaping (500 * 4%).

Total bonuses +220 lairshaping and +216 crystalshaping.

Please note in the case of the above scales, lairshaping is dependent on power, however crystalshaping is dependent on focus. Therefore a trade off occurs. Teching focus onto the scales and using focus crystals increase the amount of crystalshaping gained so that it is only slightly less than lairshaping.

Example 5 (Simple) – Tier 1 Melee Scales

Bronze Sandstone armor scales teched with Tooth and Claw I.

2 Scales (Chest and Wing) will +10 points to current Tooth and Claw skill from the technique.

The armor scales will +30 points to armor

Please note Tooth and Claw is teched to allow better melee combat skill for the hatchling dragon to be able to hit mobs more. Armor scales are used to ensure as much reduction of damage from an attacking melee mob as possible with tier 1 scales.

Example 6 (Simple) – Tier 1 Magical Combat Scales.

Bronze Sandstone armor scales teched with Primal I.

2 Scales (Chest and Wing) will +10 points to current Primal skill from the technique.

The armor scales will add 30 points of armor

Please note Primal is teched to allow better magical combat skill for the hatchling dragon to be able to hit mobs more often with spells. Armor scales are used to ensure as much reduction of damage from an attacking melee mob as possible with Tier 1 scales.

Please be aware that the majority of mobs within the game will attack using melee skills even if attacked with magic.

Example 7 (Complicated) – Tier 5 Melee Combat Scales

Mithril Marble Armor Scales teched with Tooth & Claw x 10, Strength x10 and Dexterity x7.

1 Socket added to Chest and Forelegs x2.

The 10 Scales will +200 to current tooth and claw and strength from the techniques. +140 also to current dexterity.

As strength and dexterity statistics have been added to the scales they will generate the following skill bonuses
Strength = +4 to Dragon Breath, +5 to Tooth & Claw
Dexterity = +1 to Dragon Breath, +10 to Tooth & Claw

The 3 Sockets are equipped with level 100 health crystals +450 to current Health.

The armor scales will add 750 points to the armor statistic.

Total bonuses +215 Tooth and Claw, +5 Dragon Breath, +200 Strength, +200 Dexterity, +450 Health.

Please note you can see from this example that higher tier scales can become very complicated depending on the techniques added. In this case as statistics are added they give bonuses to the dragon skills (Craft skills not included as this is a combat set). Armor scales are used to provide the best possible reduction on damage taken. Health crystals used to keep the example simpler (you could use strength or dexterity crystals, which in turn would generate additional skill bonuses).

In this example you could use Strength scales instead of example (swapping the Strength tech for Armor V) to create a scaleset that does more damage to mobs, but makes the player more vulnerable as less incoming damage is reduced by armor

What do I put my training points into?

What areas training points are spent on is debatable as it depends on a person’s individual preference (training points can be used to compliment stats that have not been increased by using teched scales).

Here are a couple of examples of training point combinations.

For a lower level dragon

Melee1 – Put half training points into Strength and half in Tooth & Claw
Melee2 – Put some training points into Strength, Primal, Tooth & Claw and Health
Magic 1 – Put half training points into Power and Primal
Magic 2 – Put some training points into Power, Primal and Health

For a high level dragon

Melee 1 – Place training points into Primal, Strength, Dexterity, Evasion and Tooth & Claw
Melee 2 – Place training points into Strength and Tooth & Claw
Magic 1 – Place training points into Power, Focus, Primal, Health and Magic Evasion
Magic 2 – Place training points into Power and Primal

As you assign training points to a particular skill, the base figure will slowly increase as well as the current skill. For every training point spent on a skill, the base skill will increase by 1 and the current skill by the cost of the training point spend.

It is also debatable whether dexterity or evasion helps a dragon. In my opinion I believe they do as I have seen a difference with using them and without.

How can I level adventure quicker?

Kill things

This speaks for itself, however you will gain more XP killing mobs that are a higher level than your current adventure level. As a low level dragon this is not always possible as due to lack of armor at low levels dragons tend to be weak in combat, however from lvl 30+ it becomes possible to kill mobs 10-20 levels above you.

Trophy Quests

There are trophy quests available from the main towns for every 5 levels. Each one asks you to obtain 5 trophies of a particular mob by killing them and looting them. When the trophies are turned in you get a coin and XP reward. These quests are repeatable, however after 5 attempts on the trophy hunters the XP is reduced. The starting point for trophy quests is from the trophy hunter in Kion or Sslanis which cover level 1 to 19.

Trophy Hunter List

Dragon Adventure/Ability Quests

Every 10 levels (starting at 10) you can complete adventurer quests which add a bonus to a particular skill, or give you a new ability. It is best to do the healing quest, then dragons reach and then the gold rage quest as a new dragon before attempting any of the other quests. At lower levels you need to be able to heal yourself better and pull mobs from a distance without triggering aggro from other mobs.

Dragon Guides – Adventure Quests

Grouping

By grouping with another player around your level this enables you to kill mobs quicker and also allows you to take on potentially higher lvl mobs for a greater XP reward. Please note that when you group with another player, their current rating will also affect the amount of XP received. For example if a lvl 1 player grouped with a rating 100 player and then killed a level 20 Giant Sand Beetle, the group would not receive any XP as the level 100 rating is far to high to get XP from that lvl mob.

Also same grouping again, if the rating 100 player killed a lvl 100 mob, then the lvl 100 player would receive the appropriate XP for their lvl, however the lvl 1 player would only receive 20 XP as that is the XP cap for their lvl. The reason for this is to prevent power leveling with high lvl players quickly leveling lower players.

Multiple Enemy Bonus

When you kill more than one mob at a time you receive a bonus amount of XP. This can be useful. Sometimes it is better to hunt multiples of a lower level mob to gain to the extra XP. Good examples of mobs that can be farmed this way are blights of all tiers.

What are the Dragon Abilities?

As a dragon levels they gain new combat abilities. Some are melee based and some are spell based.

Also some may be gained automatically, and some are gained via quests.

Dragon Guides – Adventure Quests

Ability Name Quest Hoard Cost Description Levels Gained Modifier
Bite N N Damage over time ability. 1, 20, 40, 60 and 80 Strength
Silver Strike N Y Melee ability, which adds an extra attack swing which does additional damage. 2, 12, 32, 42, 52, 62, 72, 82 and 92 Strength
Tail Whip N N Melee based stun attack. Stuns target for 6 secs. 4, 24, 44, 64 and 84 Tooth & Claw and Dexterity for chance to hit.
Ravage N N Melee attack that adds 4 extra attacks. 7, 47 and 87 Strength
Galewind N N Primal ranged attack 8, 28, 48, 68 and 88 Power
Primal Roar N N Increases accuracy of Primal spell based attacks. Overwrites Determination if used 9, 29, 49, 69, and 89. None
Determination N N Increases accuracy of melee based Tooth & Claw attacks. Overwrites Primal Roar if used. 10, 30, 50, 70 and 90 None
Menacing Presence N N Chance to intercept attackers melee attacks 14 Focus and Primal for chance to hit
Snarl N N Debuff ability that reduces a mobs ability to hit a player with melee attacks. 18, 38, 58, 78 and 98 Melee based attack modifier will be Tooth & Claw and Dexterity for chance to hit with it.
Refreshing Breeze N N Main dragon healing ability heal over time. Overwrites any spell based heals 26, 46, 66 and 86. None
Staggering Howl N N Slows down mobs attacks 40 and 80 Tooth & Claw and Dexterity for chance to hit
Claw Mastery N N Passive ability adds to melee damage and reduces combat delay 1, 7, 13, 19, 25, 32, 38, 44, 50, 57, 63, 69, 75, 82, 88, 94 and 100 Strength
Scaleslots N N Passive ability that adds a new scale slot every 10 levels 1, 10, 20, 30, 40, 50, 60, 70, 80, 90 and 100 None
Breath of Fire Y N Primal based flame attack on mob, first 2 abilities gained while leveling, Final version gained via quest from Kelakhan (27182 / 22548) near Selen 0, 25, 50 (quest) Power
Breath of Lightning Y Y Area breath attack that does energy damage and debuffs mobs. Makes it harder for mobs to hit player. 50 quest from Lunus faction leader Power
Breath of Ice Y Y Area breath attack that makes mobs more vulnerable to flame damage and slows then down 50 quest from Helian faction leader Power
Breath of Acid Y Y Damage over time to a single target Quest from delgarath from Onyndriss at 28513 / 27269 Power
Primal Rebirth Y Y Removes a death point and resurrects a dead character Gained as an Ancient None
Dragon Fear Y Y Mezz ability, stuns a mob for 45 secs Gained as an Ancient Focus and Primal for chance to hit
Breath of Flame Burst Y Y Area breath attack Gained as an Ancient Power
Drulkar’s Scales Y N Passive, 133% base armor Ancient Ability None
Drulkars Wings Y N Passive, +5 fly speed Ancient ability None
Drain Strike Y Y Healing ability by siphoning % health from attacker Every 10 levels as a quest starting at 10 till 70. Final ability gained as an ancient dragon Power
Gold Rage Y Y 2 Extra attacks that do more damage and chance to slow down a mob and reduce primal resistances Every 10 levels as a quest starting at 10 till 70 Strength
Primal Instant Heal Y N Single heal Every 10 levels as a quest starting at 10 till 70 None
Dragon Gift Y N Buff, adds primal, evasion, magic evasion and Tooth & Claw Every 20 levels as a quest starting at level 20 to 80s None
Spiked Scales Y Y Damage Shield, reflects a certain amount of damage from mobs back onto the mob. Every 10 levels as a quest starting at 10 till 70 Power
Hardened Scales Y N Passive, additional armor Every 10 levels as a quest till starting at 10 till 70 None
Accurate Breath Y N Passive, additional chance to hit with breath attacks Every 20 levels as a quest starting at level 20 to 60s None
Healing Expert Y N Passive, Increases potential max healing of all heal spells and abilities Every 20 levels as a quest starting at level 20 to 60. None
Shield of Gold Y Y Damage Shield, blocks up to 50% of incoming damage by consuming hoard. Limited to 500 damage per hit. Gained as an adult None
Primal Mastery Y N Passive, adds additional primal to base skill. Every 10 levels as a quest till starting at 10 till 70 None
Tooth and Claw Expert Y N Increases damage dealt with melee attacks Every 20 levels as a quest starting at level 20 to 60s None
Primal Cast Y N Dragon version of multicast One off quest from the Naithis the watcher at the Mage tower None
Hero’s Resolve Y N Adds armor and increases combat speed for 1 minute Long quest from Leftenant Carmichael Kincaid in Delgarath None

How is combat calculated?

Melee Attacks

There are 5 steps to an attack on a mob by a dragon. Please note a random element is used with each step to determine outcomes.

  1. Chance to hit
  2. Player   Mob
    2/3rd Tooth & Claw VS 2/3rd (Evasion + Ward)
    1/3rd Dexterity   1/3rd Dexterity

  3. Block check
  4. Player   Mob
    Tooth & Claw VS Shield Skill

  5. Parry check
  6. Player   Mob
    Tooth & Claw VS Attack Skill

    Please note block and parry are not used by dragons, however certain mobs do use these skills For example warriors or spearman. Attack skill for a mob can vary depending on the type of mob the player is attacking. For example a Wolf will have a slash based attack skill.

  7. Dodge check
    Player   Mob
    Tooth & Claw VS Evasion + Ward

  8. Damage dealt
    Player   Mob
    Claw Damage    
    2/3rd Strength * Attack Delay VS (Armor + Resistance) * Attack Delay
    1/3rd Tooth & Claw * Attack Delay    

Attack delay refers to the delay of a claw swing on a dragon’s side of an attack.

Notes
Dragons gain equal amounts of strength and dexterity as they level adventure. However Tooth and Claw is more dependent on dexterity (7.5%). Therefore if you wanted to create a dragon that was more accurate at hitting mobs than dealing damage (bear in mind dragons get some of the strongest melee abilities in the game) then you should concentrate on increasing Dexterity and Tooth & Claw over Strength. If you were more concerned with dealing maximum damage then Strength and Tooth & Claw should be increased, however your dragon may miss with more combat hits.

Melee Defense

There are 3 steps to a melee attack on a dragon by a mob. Please note a random element is used with each step to determine outcomes.

  1. Chance to hit
Mob   Player
2/3rd Attack Skill VS 2/3rd (Evasion + Ward)
1/3rd Dexterity   1/3rd Dexterity

This is a reversal of the Chance to Hit from Melee attacks. Attack skill for a mob can vary depending on the type of mob attacking the player. For example a Wolf will have a slash based attack skill. There will be no parry or block calculation for a dragon.

2. Dodge Check

Mob   Player
Attack Skill VS Evasion + Ward

3. Damage Dealt

Mob   Player
Weapon Damage    
2/3rd Strength * Attack Delay VS (Armor + Resistance) * Attack Delay
1/3rd Attack Skill * Attack Delay    

This is a reversal of the damage dealt from Melee attacks.
Please note that I have not taken into account ranged melee attacks against a dragon.

Additionally a word of warning. All Tier 6 undead biped mobs use Tier 6 armor (Adamantium or equivalent). This means that they will always have far higher than normal armor levels hence making them even harder to kill than other Tier 6 based mobs.

Magical Attacks

There are 3 steps to a magical attack on a mob by a dragon.

Please note a random element is used with each step to determine outcomes.

  1. Chance to hit
  2. Player   Mob
    2/3rd Primal VS 2/3rd (Magic Evasion + Ward)
    1/3rd Focus   1/3rd Focus

  3. Dodge check
    Player   Mob
    Primal VS Magic Evasion + Ward
  4. Damage dealt
  5. Player   Mob
    Spell Damage    
    2/3rd Power * Attack Delay VS (Armor + Resistance) * Attack Delay
    1/3rd Primal * Attack Delay    

Attack delay refers to the casting delay of the current spell being used. Please note ethereal armor does not play any part in reducing spell damage unless the damage being dealt is modified to ethereal.

Notes
Dragons receive equal amounts of power and focus as they level. Primal receives an equal 5% boost from each of those stats. Therefore it is easier to balance a spell casting dragon to be optimal at dealing spell damage and for spell attacks to hit. However as the majority of the mobs in the game are melee based (excluding undead casters) then spell casters would suffer from a lack of melee skills. In may be best then to also concentrate on higher armor and evasion skills than magic evasion.

Magical Defenses

There are 3 steps to a spell attack on a dragon by a mob. Please note a random element is used with each step to determine outcomes.

1. Chance to hit

Mob Player
2/3rd Attack Skill VS 2/3rd (Magic Evasion + Ward)
1/3rd Focus 1/3rd Focus

This is a reversal of the Chance to Hit from magical attacks.

Attack skill for a mob can vary depending on the type of mob attacking the player. For example an undead oracle will be using nature based spell attacks.

There will be no parry or block calculation for spell casting.

2. Dodge Check

Mob Player
Attack Skill VS Magic Evasion + Ward

3. Damage Dealt

Mob   Player
Spell Damage    
2/3rd Power * Attack Delay VS (Armor + Resistance) * Attack Delay
1/3rd Attack Skill * Attack Delay    

This is a reversal of the damage dealt from Magical attacks.

Attack delay refers to the casting delay of the current spell being used.

Please note

Ethereal armor does not play any part in reducing spell damage unless the damage being dealt is ethereal. Spirit damage is also known as ethereal damage.

Additionally a word of warning. All undead biped mobs use fully techniqued spell attacks. For example a level 100 undead bloodmage will use all the available fully teched Bloodmage spells.

Original Post Details http://community.istaria.com/forum/showthread.php?t=545

Please note that the original post is very cryptic and took a very long time to unravel.

What are the damage modifiers?

Damage modifiers are an additional element that some spells / items possess. Please note that a damage modifier does not alter the type of damage being dealt.

Standard
All attacks against a target are subject to reduction by the targets armor and resistances. If an attack is neither ethereal or direct then it can be classed as standard.

Ethereal

Bypasses conventional armor and uses the ethereal armor figure on a target. Examples are some spirit based spells and ethereal damage crystals.

Direct

Bypasses armor and resistances and damage is applied directly to the target. Examples are damage over time abilities and damage over time crystals.

How does aggro work?

Different mobs have different kinds of aggro, the main ones can be categorized.

Aggro triggers if you get too close to a mob, or if you pull a mob.

As far as I can tell the game does not distinguish what direction the attack comes from or that the mob is facing (that is you can’t sneak up on a mob)

Please note that some mobs may switch between different aggro types (for example a Battlemage may use spell attacks to start with, then switch to melee combat).

Also the majority of mobs in the game (excluding undead) use a combination of ranged and melee attacks (IE An ore golem has a ranged ‘hurl chunk’ attack)

Ignore until attacked

Mobs will ignore a player until the start to attack the mob. You can see this with Giant Sand Beetles and some of the mobs in Lesser Aradoth.

Examples

  • Giant Sand Beetles

Call for reinforcements

This is a where you will attack a mob and it will run away and come back with more mobs in a group. Undead and fire blights are a good example of this.

Examples

  • Fire Blights
  • Undead

Solo Attack if player in range

The mob will attack the player if the player gets too close to the mob. NB If the player gets in range of another mob at the same time then both will attack. Golems, ruxus, arbotus are good examples of this.

Examples

  • All golems
  • Arbotus
  • Abominations
  • Vexators

Group attack if player in range

If you pull a single mob or get in range of at least one of a group of mobs then they will attack the player. Undead, blights, ogres, pygmies, wolves and beetles are good examples of this

Examples

  • Undead
  • Blights
  • Ogres
  • Wolves
  • Beetles

Combat Melee

This type of mob uses mainly melee abilities in combat.

Examples

  • Undead Marauders
  • Undead Spearman
  • Undead Knight of Chaos
  • Undead Warrior

Combat Ranged

This type of mob uses mainly ranged abilities in combat

Examples

  • Undead Strider
  • Undead Crossbowman

Combat Spellcaster

This type of mob uses mainly spell abilities in combat

Examples

  • Undead Wizard
  • Undead Conjurer
  • Undead Bloodmage
  • Undead Spiritist

Combat Support

This type of mob will heal colleagues as a priority during combat. The support distance may be greater than the aggro distance for the mob (IE runs from far away to heal a colleague in battle)

Examples

  • Undead Diviner (aka Healer)
  • Undead Oracle (aka Druid)

Combat Debuff

This type of mob will debuff players as a priority during a fight

Examples

  • Undead Shaman
  • Blood Skulks

What combat tactics can i use?

This is dependant on a person’s own play style however here are few examples

Example 1 – Chasing’s Combat Style (Lunus)

Overall – Chasing is setup for prolonged combat, damage dealing is traded off for sustainability.

Training Points spend

296 Dexterity
480 Evasion
210 Primal
48 Strength
165 Tooth & Claw

Scales

Speed/Velocity Wing Scales
Socketed Forelegs x 2, Socketed Chest, Socketed Head
Specific Resist/Ward for Remaining Scales to match mob type

Chasing is setup to be able to do mass pulls while taking less damage. For example using a ice resistanceward set of scales can pull 20+ Level 85 Giant Ice Beetles while taking hardly any damage. Chasing has crush, slash, ice, flame, blight and energy scales that can be swapped out depending on what type of mob is hunted.

Also eats crystals to provide a temporary boost to resistances while fighting mobs.

Solo Pull

Start with a Tail Whip followed by Gold Rage, Silver Strike then Ravage.
Then use Spiked Scales and a Heal over time
Then use Galewind, Bite and Breath of Fire
Gold Rage should have recycled by then so keep using Gold Rage, Silver Strike until mob is dead

Group Pull

Use Valkors Blood Talon.
Ranged bolt pull and then use the AoE spells (barrage and gust).
Then Tempest followed by the debuff spells (Grazing Wind and Unrelenting Winds).
Then switch to melee and start killing the group members as above.

Bosses

Use Demon Claw
Stun the boss with Tail Whip, use Shield of Gold and Spiked Scales
Use main heal (Refreshing breeze).
Then use Gold Rage, Silver Strike, Ravage and all other melee abilities
While abilities are recycling then use the debuff spells and damage spells.
Use Primal Health every time it is available.

Undead Mobs

Use slash scaleset (to reduce melee damage taken)
Use Ceremonial Scale and Reklars Tail Scale.
Use Dragon Fear ability on diviners to stun them and then use Gold Rage, Silver Strike, Ravage to kill
Ranged Bolts to pull
Concentrate on classes that do most damage to a Dragon (Spiritist, Bloodmage).
Concentrate on classes that do most debuffs to a Dragon (Shaman, KNOC)
Use cleanses on heals and buffs to remove harmful debuffs

Example 2 – Telsyia’s Combat Style (Helian)

Overall – Telsyia is setup for Helian style combat

Detail

Glit ‘ Sita fellow Dragons, Ancient, Adult and hatchlings alike. I am Telshyia, Ancient Dragon of Chaos. One of my brethren, Chasing, has tasked me with providing a tale of my existence. As Chasing is known to me as a great knowledge seeker I have decided to honor his request with some of my experiences from egg to Ancient.

I began life in Istaria when my mate Druidess Al’Thor first found my egg lo those years passed. It was with this bond that my life began here. With gentle instruction and patience she took me to the areas of combat so that I could hone my skills. Not only did she keep me well healed so that I could face mine enemies’, but could bring destruction on them quickly. I soon realized that my arts and inherent abilities were geared for Magic and thus when the time was right, choose the True Path of the Helian.

In the beginning I chose to increase my training with more Health, Power, and Tooth & Claw (points) rather than choose Strength. I crafted my scales with Power, T&C, and Speed gifts for my young wings. For my magical abilities, I chose range and damage gifts to ensure that my foes were well unto death before I had to strike them down with my claws.

As I grew older, it became clear to me, and upon watching some of my Lunus brethren, that to survive the attacks of greater Withered Aegis I would have to increase my Strength. This was so that I could do greater damage, but at my young stage, a powerful Spell was all that I needed.

I increased my Strength only after I became an Adult and added the gifts of velocity to my newly crafted wing scales. Always did I choose to craft only Armor scales for when I was in combat with my foes and strengthen them with gifts of Power, Strength, and T&C on my wings and claw(s).

It was only recently did I craft different with the advent of the newly supplied Crystals. These new crystals did indeed make a difference in my Power to cast my magic’s and my ability to withstand the attacks as I grew more powerful and could strike at many foes at one time.
So, at Chasing’s request, I will share with thee what my combat scales are, in the hopes that knowledge may keep thee well armed and safe in your travels in Istaria.

Training Point spend

151 Heath
188 Power
540 Primal
80 Strength
237 Tooth & Claw

Scales

Head Scale:
Triple Jewelry socketed Mithril-Marble Armor
(Crystals: Dark Sapphire – +65 Power, Radiant Jewelry Crystal of Primal – +33 Primal Dark Diamond Jewelry – +150 Health)
Wing Scale(s):
Mithril-Marble Armor – Speed, Velocity techs
Chest Scale:
Mithril-Marble Armor – Triple Vengeance Tech (no longer possible) (my many thanks to Guaran for such a fine scale!)
Foreleg Scale(s):
Mithril-Marble Armor: Double Armor Sockets, T&C
Crystals:
First Foreleg; Dark Diamond Armor – +150 Health, Dark Ruby Armor – +65 Strength
Second Foreleg; Burning Embers, Dark Diamond Armor +65 armor
Back Scale:
Mithril-Marble Armor (Power, Strength, T&C techs – +25 to each
Hindleg Scale(s):
Mithril-Marble Armor (Power, Strength, T&C techs – +25 to each)
Tail Scale:
Mithril-Marble Armor (Power, Strength, T&C techs – +25 to each)
Claw:
Socketed Spiked Emerald Tipped
Crystals:
Primal Rage +50 Primal, Radiant Lacerating Crystal (5% chance, DoT 74-105 blight), Dark Diamond Weapon +150 Health


Spells

As I am Helian, I will share my techs with Spells.

Arcane Refusal V of Purifying
Techniques – Fortify V, Cleanse III
Barrage V
Techniques – Primal Damage V
Blast V of Accuracy
Techniques – Primal Range, Damage, Accuracy
Breeze V of Purifying
Techniques – Cleanse III, Heal Increase V
Countercheck Primal V of Purifying
Techniques – Fortify V, Cleanse III
Grazing Winds V
Techniques – Primal Range V
Improved Prime Bolt V of Accuracy
Techniques – Primal Range, Damage, Accuracy V
Prime Bolt V of Accuracy
Techniques – Primal Damage, Accuracy V
Promote Vitality V of Purifying
Techniques – Primal Range V, Cleanse III
Tempest V of Accuracy
Techniques – Primal Range, Damage, Accuracy V
True Grit V of Purifying
Techniques – Fortify V, Cleanse III
Unrelenting Winds V
Techniques – Primal Range V
Gift of Velocity – no techs
Gust V – no techs
Ignore Mysticism V of Purifying
Techniques – Cleanse III
Quick Primal Health V of Purifying
Techniques – Heal Recycle, Cleanse III, Heal Increase V
Quick Quickening Breeze V of Purifying
Techniques – Heal Recycle, Cleanse III, Heal Increase V

Many may have different views, but these have served me well in Istaria.

“Tande, Vo, g’rei elg coi keis g’rei neiocia” – Telshyia Ancient Chaos Dragon

What epics are there for Dragons?

There are a number of Epics available for dragons. Epics are designated as items that are rare and hard to come by.

Some of the items below come as part sets that then have to be crafted together to make the finished item.

Name Details
Valkor’s Blood Talon 5 part set plus master repair form dropped from Valkor the Impaler
Stats Damage 75-101
+30 Tooth & Claw
+30 Strength
5% chance Ethereal Leech V over 10m area
(Extra Damage 31-34 spirit for 45 secs repeating every 6 secs)
Demon Claw Single Item drop for Son of Gigaroth
Stats Damage 50-75
+120 Strength
+100 Tooth & Claw
3% chance for Armor Shreds over 10m area
(Limits armor to 0 for 5 secs)
Reklar’s Tail Scale 4 part set plus master repair form dropped by General Reklar Plaguebearer
Stats +75 Armor
+100 Power
+50 Primal
Incoming attacks only against undead do 94% of damage
Spell ranged attacks against do 104% of damage
Ceremonial Scale Reward from completing one of the Old Oaks outpost quests and collecting hides from Fafnir the Defiler.
Stats +300 Armor
89% Base Evasion
+300 Blight Resistance
+50 Tooth & Claw
Drulkars Wrath Spell Reward for completing quest line in demon lair from NPC Allathos at 28613 / 26355
Stats Damage 250-500
Range 35
Hoard cost 1500
Area 10
Volcano Spell Reward from completing the myloc queen quest line and defeating the queen
Stats Damage 400-550
Range 30
Area 6

Leave a Reply